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Field Collisions Anime...

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From "Chris M. Thomasson" <invalid@invalid.invalid>
Newsgroups comp.lang.javascript
Subject Field Collisions Anime...
Date Sat, 11 Feb 2017 20:46:56 -0800
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Here is the non-interactive pre-alpha test origin of a "collision 
avoidance system" based on vector fields. Its meant to be a fun, 
hopefully interesting, experiment. So far, the damn field lines just 
want to help the vehicles in circles avoid crashes. In this crude setup, 
a collision will make the anime flash, and tangentially move the 
colliding agents out of the way. The crude online example is here:

http://funwithfractals.atspace.cc/ct_gf_explore
(does this work for you at all?)

Fwiw, I first posted about this here:

https://plus.google.com/101799841244447089430/posts/JmbpLWvdJEf
(has a screenshot of the program...)

Can you please give it a go? Is it slow as shi%? Crap?

Any radical bugs in the JavaScript? ;^o

Thanks.

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Thread

Field Collisions Anime... "Chris M. Thomasson" <invalid@invalid.invalid> - 2017-02-11 20:46 -0800
  Re: Field Collisions Anime... jonas.thornvall@gmail.com - 2017-02-11 23:00 -0800
    Re: Field Collisions Anime... "Chris M. Thomasson" <invalid@invalid.invalid> - 2017-02-13 16:15 -0800
  Re: Field Collisions Anime... jonas.thornvall@gmail.com - 2017-02-12 01:27 -0800
    Re: Field Collisions Anime... "Chris M. Thomasson" <invalid@invalid.invalid> - 2017-03-05 18:47 -0800
  Re: Field Collisions Anime... "Michael Haufe (TNO)" <tno@thenewobjective.com> - 2017-02-12 07:59 -0800
    Re: Field Collisions Anime... "Chris M. Thomasson" <invalid@invalid.invalid> - 2017-02-12 20:00 -0800
      Re: Field Collisions Anime... "Chris M. Thomasson" <invalid@invalid.invalid> - 2017-02-14 18:16 -0800
        Re: Field Collisions Anime... "Chris M. Thomasson" <invalid@invalid.invalid> - 2017-02-14 18:27 -0800

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